Work In Progress Melee Maps - Page 182
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Fictitious1267
37 Posts
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Xenotolerance
United States464 Posts
152x152 all spawns i suppose the nat choke is 12 across aka 4 gateways, and the close rush distance is pretty short, like 35 seconds with the tower down short. far rush distance is 45 | ||
Fictitious1267
37 Posts
Overview: + Show Spoiler + Pathing: + Show Spoiler + Does anyone see anything that I need to be concerned with? Input appreciated. | ||
Xenotolerance
United States464 Posts
The pathing block between that same 3rd and its buddy 4th and the main is a cool idea. I think it might be unplayable though if the distance is short enough for blink and warpin to go from one side to the other too easily, and if immortals or siege tanks have a big threat field from behind those spots. Like, as it is now, if I put a siege tank behind the mineral line on that 3rd, I can siege the natural and the main ramp at the same time, I have high ground, and I'm behind minerals so the position is well protected. Imagine an immortal push with a warp prism to hop around that cliff etc. happy mapping <3 | ||
Fictitious1267
37 Posts
+ Show Spoiler + I talked to someone and they said that the gap in the wall at the natural would be hard for zerg to defend hellions. Is this a serious enough issue that I should make the wall solid and just widen the gap more, or is it something that players could just learn to place their units and buildings better? I don't play zerg. | ||
Xenotolerance
United States464 Posts
Using pathing blockers instead of a cliff is fine in theory, but there are a couple concerns. You should absolutely use pathing + vision blockers so that stalkers and tanks can't see into the main on their own. And you should absolutely make sure that a pylon placed just outside the main can't get power into the main for warp-ins. In other words, it should work just like a cliff, even if it doesn't look like one. | ||
Fictitious1267
37 Posts
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Theonidas
France3 Posts
Map Name > "La Piste | ||
RoomOfMush
1296 Posts
Spawns are at the top-left and bottom-right. Its 14 Bases in total, no gold, no backdoors. 2 Xel-Naga towers. The biggest feature is probably the narrow bridge through the center. This passage is the shortest path between both mains but is too small for larger armies. Furthermore your enemy can get a superior arc for his units waiting at the end of the bridge. You also have 3 choices for your third base. The forward third is more exponsed but allows for more aggressive play. Then there is the 3rd next to your main and the 3rd next to your natural. Both are very similar but depending on which 3rd your opponent chooses the game can become more aggressive or more defensive. | ||
LHK
204 Posts
179x184 (Hasn't been sized down to exact play-standards yet, ,can be modified) I was bored tonight and wanted to work on maps with LOTV in mind.. The general concept I had with this map is the choice of third- the far away but easier to hold and "choke" - or the closer one with double ramps leading into it. The closer, less safe one rewards you by a fourth and potential fifth base if you can hold the locations, but is further away from your main. If we're assuming bottom-right spawns, expanding westward yields safer expansions however the number of bases quickly dwindles, and you will most likely be forced to control the center.. Controlling the center yields access to double gold bases (Minerals will be very, very important in LotV). Other notable features are the brood war -esque huge, high ground ramp a-la Heartbreak ridge, one of my favorite map design features from brood war days, and one I haven't seen done in SC2. I included a back-door reaper entrance to stick with meta, and stuck to general walling techniques. I'm curious if the reaper entrance should be destructible rocks instead, to allow a faster way to get to and from the westward third base, without making it the 100% obvious choice since there are rocks in the way early. If this map is flawed I would love to know why.. I've made a few maps in my time but never submitted anything and would love feedback. Thanks! -Laura HK | ||
-NegativeZero-
United States2138 Posts
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LHK
204 Posts
Yeah after pondering it for a bit I came to the same conclusion.. ESPECIALLY in Lotv, with the bases mining out as fast as they are, gotta at least have the third easier to get. Doing a rework to make the third easier to get - The bases that are currently thirds, do you feel they can work as fourths, being farther away? | ||
-NegativeZero-
United States2138 Posts
On November 04 2015 05:28 LHK wrote: @-NegativeZero- Yeah after pondering it for a bit I came to the same conclusion.. ESPECIALLY in Lotv, with the bases mining out as fast as they are, gotta at least have the third easier to get. Doing a rework to make the third easier to get - The bases that are currently thirds, do you feel they can work as fourths, being farther away? depends on where you put the new 3rd, but probably. initially they look slightly too close for 4ths but they're likely ok for lotv. | ||
Reptilia
Chile913 Posts
Version A + Show Spoiler + + Show Spoiler + Version B + Show Spoiler + | ||
TheFish7
United States2824 Posts
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Xenotolerance
United States464 Posts
low ground bases => gold bases! :D I don't know about the half bases. I think 6 bases per player is fine even for LotV if it's a small map, it just makes for a rush map. so if you skip the half base, you get some room to play with the low ground base location, and also the entrances to the corner bases and clockwise 3rds which look a little awkward and chokey to me as they are now. also I think the ramp outside the nat entrance would be improved by being at least one size bigger. I think if you remove the half base and find a way to make the low ground bases easier to take, they could stay blue if you're into that. if they're gold though I foresee SHENANIGANS everybody likes shenanigans right | ||
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scbroodsc2
Canada36 Posts
I wanted to get the square / diamond shape feeling of Ulnar with very deep area. I would have placed floating doodads in the dead zones and couple xel naga green light doodads here and there. | ||
DilemaH
Canada402 Posts
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